Book picks similar to
The History of Sonic the Hedgehog by William Audureau
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Inventory: 16 Films Featuring Manic Pixie Dream Girls, 10 Great Songs Nearly Ruined by Saxophone, and 100 More Obsessively Specific Pop-Culture Lists
A.V. Club - 2009
Club issue a slightly slanted pop-culture list filled with challenging opinions (Is David Bowie's "Young Americans" nearly ruined by saxophone?) and fascinating facts. Exploring 24 great films too painful to watch twice, 14 tragic movie-masturbation scenes, 18 songs about crappy cities, and much more, Inventory combines a massive helping of new lists created especially for the book with a few favorites first seen at avclub.com and in the pages of The A.V. Club's sister publication, The Onion. But wait! There's more: John Hodgman offers a set of minutely detailed (and probably fictional) character actors. Patton Oswalt waxes ecstatic about the "quiet film revolutions" that changed cinema in small but exciting ways. Amy Sedaris lists 50 things that make her laugh. "Weird Al" Yankovic examines the noises of Mad magazine's Don Martin. Plus lists from Paul Thomas Anderson, Robert Ben Garant, Tom Lennon, Andrew W.K., Tim and Eric, Daniel Handler, and Zach Galifianakis -- and an epic foreword from essayist Chuck Klosterman.
The Man with the Golden Touch: How The Bond Films Conquered the World
Sinclair McKay - 2008
This is the story of how, with the odd misstep along the way, the owners of the Bond franchise, Eon Productions, have contrived to keep James Bond abreast of the zeitgeist and at the top of the charts for 45 years, through 21 films featuring six Bonds, three M’s, two Q’s and three Moneypennies. Thanks to the films, Fleming’s original creation has been transformed from a black sheep of the post-war English upper classes into a figure with universal appeal, constantly evolving to keep pace with changing social and political circumstances. Having interviewed people concerned with all aspects of the films, Sinclair McKay is ideally placed to describe how the Bond ‘brand’ has been managed over the years as well as to give us the inside stories of the supporting cast of Bond girls, Bond villains, Bond cars and Bond gadgetry. Sinclair McKay, formerly assistant features editor of the Daily Telegraph, works as a freelance writer and journalist. He is also the author of A Thing of Unspeakable Horror: The History of Hammer Films, which the Guardian called ‘A splendid history’ and the Independent on Sunday described as ‘Brisk, cheerful and enthusiastic.’
From Hang Time to Prime Time: Business, Entertainment, and the Birth of the Modern-Day NBA
Pete Croatto - 2020
Far beyond simply being a sports league, the NBA has become an entertainment and pop culture juggernaut. From all kinds of team logo merchandise to officially branded video games and players crossing over into reality television, film, fashion lines, and more, there is an inseparable line between sports and entertainment. But only four decades ago, this would have been unthinkable. Featuring writing that leaps off the page with energy and wit, journalist and basketball fan Pete Croatto takes us behind the scenes to the meetings that lead to the monumental American Basketball Association–National Basketball Association merger in 1976, revolutionizing the NBA’s image. He pays homage to legendary talents including Julius “Dr. J” Erving, Magic Johnson, and Michael Jordan and reveals how two polar-opposite rookies, Larry Bird and Magic Johnson, led game attendance to skyrocket and racial lines to dissolve. Croatto also dives into CBS’s personality-driven coverage of key players, as well as other cable television efforts, which launched NBA players into unprecedented celebrity status. Essential reading whether you’re a casual or longtime fan, From Hang Time to Prime Time is an enthralling and entertaining celebration of basketball history.
A History of Video Games in 64 Objects
World Video Game Hall of Fame - 2018
Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!
The Art of Frozen
Charles Solomon - 2013
Encountering Everest-like conditions, mystical trolls, and a hilarious snowman named Olaf, Anna and Kristoff battle the elements in a race to save the kingdom.Taking inspiration from Hans Christian Andersen's fairy tale "The Snow Queen" and the culture and landscape of Norway, the artists of Frozen have created a dynamic, other-worldly icy setting filled with striking background work and detailed costumes. Featuring stunning artwork from the film's creation—including sketches, storyboards, colorscripts, and much more—The Art of Frozen is the ultimate behind-the-scenes look at the research and artistry that went into the making of this wintry action-packed adventure.
Labyrinth: The Ultimate Visual History
Paula M. Block - 2016
Filled with a wealth of rare and unseen behind-the-scenes imagery, this book explores the creation of the film as seen through the eyes of the artists, costume designers, and creature creators who gave Labyrinth its distinctive look. Featuring in-depth commentary from the talented crew and cast—including exclusive new interviews with Jennifer Connelly, Brian Henson, Brian Froud, and George Lucas—this deluxe book brings together a wealth of rare sketches, concept art, and candid set photography to form and incredible treasure trove for Labyrinth fans. With stunning visuals and unparalleled insight into the creation of a true modern classic, Labyrinth: The Ultimate Visual History is the perfect companion piece to one of the best-loved fantasy films of all time.
Harry Potter Page to Screen: The Complete Filmmaking Journey
Bob McCabe - 2011
Rowling's acclaimed novels to cinematic life. Developed in collaboration with the creative team behind the celebrated movie series, this deluxe, 500-plus page compendium features exclusive stories from the cast and crew, hundreds of never-before-seen photographs and concept illustrations sourced from the closed film sets, and rare memorabilia. As the definitive look at the magic that made cinematic history, "Page to Screen" is the ultimate collectible, perfect for Muggles everywhere.
M.C. Escher: The Graphic Work
M.C. Escher - 1954
Escher was born in 1898 in Leeuwarden (Netherlands). He received his first drawing lessons during secondary school from F.W. van der Haagen, who also taught him the block printing, thus fostering Escher's innate graphic talents. From 1912 to 1922 he studied at the School of Architecture and Ornamental Design in Haarlem, where he was instructed in graphic techniques by S. Jessurun de Mesquita, who greatly influenced Escher's further artistic development. Between 1922 and 1934 the artist lived and worked in Italy. Afterwards Escher spent two years in Switzerland and five in Brussels before finally moving back to Barn in Holland, where he died in 1972. M.C. Escher is not a surrealist drawing us into his dream world, but an architect of perfectly impossible worlds who presents the structurally unthinkable as though it were a law of nature. The resulting dimensional and perspectival illusions bring us into confrontation with the limitations of our sensory perception. About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions
A Short Course in Photography: An Introduction to Photographic Technique
Barbara London - 1979
Oriented toward traditional black and white photography, the book also explores digital techniques and web photography resources, equipment, the exposure and development of film, and the making and finishing of prints.
Supercade: A Visual History of the Videogame Age, 1971-1984
Van Burnham - 2001
From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
The Writer's Map: An Atlas of Imaginary Lands
Huw Lewis-Jones - 2018
Put a map at the start of a book, and we know an adventure is going to follow. Displaying this truth with beautiful full-color illustrations, The Writer’s Map is an atlas of the journeys that our most creative storytellers have made throughout their lives. This magnificent collection encompasses not only the maps that appear in their books but also the many maps that have inspired them, the sketches that they used while writing, and others that simply sparked their curiosity. Philip Pullman recounts the experience of drawing a map as he set out on one of his early novels, The Tin Princess. Miraphora Mina recalls the creative challenge of drawing up ”The Marauder’s Map” for the Harry Potter films. David Mitchell leads us to the Mappa Mundi by way of Cloud Atlas and his own sketch maps. Robert Macfarlane reflects on the cartophilia that has informed his evocative nature writing, which was set off by Robert Louis Stevenson and his map of Treasure Island. Joanne Harris tells of her fascination with Norse maps of the universe. Reif Larsen writes about our dependence on GPS and the impulse to map our experience. Daniel Reeve describes drawing maps and charts for The Hobbit film trilogy. This exquisitely crafted and illustrated atlas explores these and so many more of the maps writers create and are inspired by—some real, some imagined—in both words and images. Amid a cornucopia of 167 full-color images, we find here maps of the world as envisaged in medieval times, as well as maps of adventure, sci-fi and fantasy, nursery rhymes, literary classics, and collectible comics. An enchanting visual and verbal journey, The Writer’s Map will be irresistible for lovers of maps, literature, and memories—and anyone prone to flights of the imagination.
FRUiTS
Shoichi Aoki - 2001
Colourful, fascinating and funny, this is the first time these cult images have been published outside Japan.
Star Wars: The Old Republic: Encyclopedia
Ian Ryan - 2012
Now comes the ultimate in-depth guide to the turbulent and fascinating world featured in the game — The Old Republic.Created in full collaboration with LucasArts, this in-depth companion covers the spectrum of characters, weapons, vehicles, events, and planets of Star Wars: The Old Republic. More than just an encyclopedia, it is the ultimate guided tour of the dangerous and mysterious universe found in a galaxy far, far away.© 2012 Lucasfilm Ltd. ® & ™ All Rights Reserved. Used Under Authorization.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
Art Forms in Nature
Ernst Haeckel - 1974
This volume highlights the research and findings of this natural scientist. Powerful modern microscopes have confirmed the accuracy of Haeckel's prints, which even in their day, became world famous. Haeckel's portfolio, first published between 1899 and 1904 in separate installments, is described in the opening essays. The plates illustrate Haeckel's fundamental monistic notion of the -unity of all living things- and the wide variety of forms are executed with utmost delicacy. Incipient microscopic organisms are juxtaposed with highly developed plants and animals. The pages, ordered according to geometric and -constructive- aspects, document the oness of the world in its most diversified forms. This collection of plates was not only well-received by scientists, but by artists and architects as well. Rene Binet, a pioneer of glass and iron constructions, Emile Galle, a renowned Art Nouveau designer, and the photographer Karl Blossfeld all make explicit reference to Haeckel in their work.